//#version 120
precision mediump float;
varying vec4 vDiffuse;


void main() {

    vec4 finalColor = vec4(1.0);
    gl_FragColor = vDiffuse;

}


//uniform mat4 uMVPMatrix;
//uniform mat4 uViewMatrix;
//uniform vec3 uLightPosition;
//attribute vec4 aPosition;
//attribute vec4 aColor;
//attribute vec3 aNormal;
//varying vec4 vColor;
//void main()
//{
//vec3 mModelViewVertex = vec3(uViewMatrix * aPosition);
//vec3 mModelViewNormal = vec3(uMMatrix * vec4(aNormal,0.0));
//float distance = length(uLightPosition - mModelViewVertex);
//vec3 mLightVector = normalize(uLightPosition - mModelViewVertex);
//float diffuse = max(dot(mModelViewNormal,mLightVector),0.1);
//diffuse = diffuse * (1.0/(1.0 + (0.25 * distance * distance)));
//vColor = aColor * diffuse;
//gl_Position = uMVPMatrix * aPosition;
//}
